/** * Furnace Tracker - multi-system chiptune tracker * Copyright (C) 2021-2023 tildearrow and contributors * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #define _USE_MATH_DEFINES #include "gui.h" #include "../ta-log.h" #include "imgui_internal.h" #include void FurnaceGUI::drawImage(ImDrawList* dl, FurnaceGUIImages image, const ImVec2& pos, const ImVec2& scale, double rotate, const ImVec2& uvMin, const ImVec2& uvMax, const ImVec4& imgColor) { FurnaceGUIImage* imgI=getImage(image); FurnaceGUITexture* img=getTexture(image); float squareSize=MAX(introMax.x-introMin.x,introMax.y-introMin.y); float uDiff=uvMax.x-uvMin.x; float vDiff=uvMax.y-uvMin.y; ImVec2 rectMin=ImVec2( -imgI->width*0.5*scale.x*(squareSize/2048.0)*uDiff, -imgI->height*0.5*scale.y*(squareSize/2048.0)*vDiff ); ImVec2 rectMax=ImVec2( -rectMin.x, -rectMin.y ); ImVec2 posAbs=ImLerp( ImVec2(introMin.x+((introMax.x-introMin.x)-squareSize)*0.5,introMin.y+((introMax.y-introMin.y)-squareSize)*0.5), ImVec2(introMin.x+((introMax.x-introMin.x)+squareSize)*0.5,introMin.y+((introMax.y-introMin.y)+squareSize)*0.5), pos ); ImVec2 quad0=ImVec2( posAbs.x+rectMin.x*cos(rotate)-rectMin.y*sin(rotate), posAbs.y+rectMin.x*sin(rotate)+rectMin.y*cos(rotate) ); ImVec2 quad1=ImVec2( posAbs.x+rectMax.x*cos(rotate)-rectMin.y*sin(rotate), posAbs.y+rectMax.x*sin(rotate)+rectMin.y*cos(rotate) ); ImVec2 quad2=ImVec2( posAbs.x+rectMax.x*cos(rotate)-rectMax.y*sin(rotate), posAbs.y+rectMax.x*sin(rotate)+rectMax.y*cos(rotate) ); ImVec2 quad3=ImVec2( posAbs.x+rectMin.x*cos(rotate)-rectMax.y*sin(rotate), posAbs.y+rectMin.x*sin(rotate)+rectMax.y*cos(rotate) ); ImVec2 uv0=ImVec2(uvMin.x,uvMin.y); ImVec2 uv1=ImVec2(uvMax.x,uvMin.y); ImVec2 uv2=ImVec2(uvMax.x,uvMax.y); ImVec2 uv3=ImVec2(uvMin.x,uvMax.y); ImU32 colorConverted=ImGui::GetColorU32(imgColor); dl->AddImageQuad(rend->getTextureID(img),quad0,quad1,quad2,quad3,uv0,uv1,uv2,uv3,colorConverted); } void FurnaceGUI::endIntroTune() { if (introStopped) return; logV("ending intro"); stop(); if (curFileName.empty()) { e->createNewFromDefaults(); } else { // load pending song if (load(curFileName)>0) { showError(fmt::sprintf("Error while loading file! (%s)",lastError)); curFileName=""; e->createNewFromDefaults(); } } undoHist.clear(); redoHist.clear(); modified=false; curNibble=false; orderNibble=false; orderCursor=-1; samplePos=0; updateSampleTex=true; selStart=SelectionPoint(); selEnd=SelectionPoint(); cursor=SelectionPoint(); updateWindowTitle(); updateScroll(0); introStopped=true; } void FurnaceGUI::drawIntro(double introTime, bool monitor) { if (monitor) { return; } if (introPos<(shortIntro?1.0:11.0) || monitor) { if (!monitor) { WAKE_UP; nextWindow=GUI_WINDOW_NOTHING; ImGui::SetNextWindowPos(ImVec2(0,0)); ImGui::SetNextWindowSize(ImVec2(canvasW,canvasH)); if (introPos<0.1) ImGui::SetNextWindowFocus(); } if (ImGui::Begin(monitor?"IntroMon X":"Intro",NULL,monitor?globalWinFlags:(ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoDocking|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoBackground))) { if (monitor) { if (ImGui::Button("Preview")) { introPos=0; tutorial.introPlayed=false; shortIntro=false; introSkipDo=false; introSkip=0.0; e->setOrder(0); e->setRepeatPattern(false); play(); } ImGui::SameLine(); ImGui::TextColored(ImVec4(1.0,introTime<10.0?1.0:0.0,introTime<10.0?1.0:0.0,1.0),"%.2f",introTime); ImGui::SameLine(); ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x); ImGui::ProgressBar(introTime/11.0,ImVec2(-FLT_MIN,0),"##IntroP"); } ImDrawList* dl=monitor?ImGui::GetWindowDrawList():ImGui::GetForegroundDrawList(); ImVec2 top=monitor?ImGui::GetCursorScreenPos():ImVec2(0.0f,0.0f); ImVec2 bottom=monitor?ImGui::GetContentRegionAvail():ImVec2(canvasW,canvasH); if (monitor) { bottom.x+=top.x; bottom.y+=top.y; } introMin=top; introMax=bottom; if (monitor) dl->PushClipRect(top,bottom); if (shortIntro && !monitor) { // background float bgAlpha=CLAMP((1.0-introTime)*4.0,0.0,1.0); bgAlpha=3.0*pow(bgAlpha,2.0)-2.0*pow(bgAlpha,3.0); ImU32 bgColor=ImGui::GetColorU32(ImVec4(0.0f,0.0f,0.0f,bgAlpha)); dl->AddRectFilled(top,bottom,bgColor); drawImage(dl,GUI_IMAGE_INTROBG,ImVec2(0.125,0.25-(introTime)*0.05),ImVec2(18.0,18.0),0.0,ImVec2(0.0,0.0),ImVec2(1.0,1.0),ImVec4(0.4,0.8,1.0,0.4*CLAMP(introTime*2.0,0.0,1.0)*bgAlpha)); drawImage(dl,GUI_IMAGE_INTROBG,ImVec2(0.4,0.25-(introTime)*0.08),ImVec2(18.0,18.0),0.0,ImVec2(0.0,0.0),ImVec2(1.0,1.0),ImVec4(0.1,0.2,1.0,0.2*CLAMP(introTime*3.0,0.0,1.0)*bgAlpha)); drawImage(dl,GUI_IMAGE_INTROBG,ImVec2(0.7,0.25-(introTime)*0.03),ImVec2(20.0,20.0),0.0,ImVec2(0.0,0.0),ImVec2(1.0,1.0),ImVec4(0.7,1.0,0.7,0.1*CLAMP(introTime*3.0,0.0,1.0)*bgAlpha)); drawImage(dl,GUI_IMAGE_LOGO,ImVec2(0.5,0.5+pow(1.0-CLAMP(introTime*2.0,0.0,1.0),4.0)*0.125),ImVec2(0.67,0.67),0.0f,ImVec2(0.0,0.0),ImVec2(1.0,1.0),ImVec4(1.0,1.0,1.0,CLAMP(introTime*3.0,0.0,1.0)*bgAlpha)); } else { // preload textures getTexture(GUI_IMAGE_TALOGO); getTexture(GUI_IMAGE_TACHIP); getTexture(GUI_IMAGE_LOGO); getTexture(GUI_IMAGE_INTROBG,GUI_BLEND_MODE_ADD); if (monitor) { ImVec2 textPos=ImLerp(top,bottom,ImVec2(0.5,0.5)); textPos.x-=ImGui::CalcTextSize("SORRY NOTHING").x*0.5; textPos.y-=ImGui::CalcTextSize("SORRY NOTHING").y*0.5; dl->AddText(textPos,ImGui::GetColorU32(uiColors[GUI_COLOR_TEXT]),"SORRY NOTHING"); } if (introSkip<0.5 || monitor) { // background float bgAlpha=CLAMP(11.0-introTime,0.0,1.0); bgAlpha=3.0*pow(bgAlpha,2.0)-2.0*pow(bgAlpha,3.0); ImU32 bgColor=ImGui::GetColorU32(ImVec4(0.0f,0.0f,0.0f,bgAlpha)); dl->AddRectFilled(top,bottom,bgColor); // part 1 - talogo if (introTime<2.3) { drawImage(dl,GUI_IMAGE_TALOGO,ImVec2(0.5,0.5),ImVec2(0.67,0.67),0.0f,ImVec2(0.0,0.0),ImVec2(1.0,1.0),ImVec4(1.0,1.0,1.0,MAX(0.01,1.0-pow(MAX(0.0,1.0-introTime*2.0),3.0)))); for (int i=0; i<16; i++) { double chipCenter=0.22+pow(MAX(0.0,1.5-introTime*0.8-((double)i/36.0)),2.0)+pow(sin(-introTime*2.2-(double)i*0.44),24)*0.05; ImVec2 chipPos=ImVec2( 0.5+chipCenter*cos(2.0*M_PI*(double)i/16.0-pow(introTime,2.2)), 0.5+chipCenter*sin(2.0*M_PI*(double)i/16.0-pow(introTime,2.2)) ); drawImage(dl,GUI_IMAGE_TACHIP,chipPos,ImVec2(0.25,0.25),0.0f,ImVec2(0.0,0.0),ImVec2(1.0,0.5),ImVec4(1.0,1.0,1.0,1.0)); } } // background after part 1 if (introTime>2.3) { float s1a=CLAMP((introTime-3.2)*1.3,0.0f,1.0f); float s2a=CLAMP((introTime-4.5)*1.0,0.0f,1.0f); float addition=(3*pow(s1a,2)-2*pow(s1a,3)+(3*pow(s2a,2)-2*pow(s2a,3))*1.5)*3.5; drawImage(dl,GUI_IMAGE_INTROBG,ImVec2(0.125,0.25-(introTime+addition)*0.05),ImVec2(18.0,18.0),0.0,ImVec2(0.0,0.0),ImVec2(1.0,1.0),ImVec4(0.2,0.1+0.7*s1a,1.0*s1a,0.5*bgAlpha)); drawImage(dl,GUI_IMAGE_INTROBG,ImVec2(0.4,0.25-(introTime+addition)*0.08),ImVec2(18.0,18.0),0.0,ImVec2(0.0,0.0),ImVec2(1.0,1.0),ImVec4(0.1*s1a,0.2+0.4*s1a,1.0*s1a,0.6*bgAlpha)); drawImage(dl,GUI_IMAGE_INTROBG,ImVec2(0.7,0.25-(introTime+addition)*0.03),ImVec2(20.0,20.0),0.0,ImVec2(0.0,0.0),ImVec2(1.0,1.0),ImVec4(0.2+0.5*s1a,0.2,1.0,(0.5-0.4*s1a)*bgAlpha)); } const double fallPatX[]={ 0.0, 272.0, 470.0, 742.0, 1013.0 }; // part 2 - falling patterns if (introTime>2.3 && introTime<4.5) { for (int i=0; i<48; i++) { ImVec2 uv0=ImVec2( fallPatX[i&3], (double)(i>>2)*36.0 ); ImVec2 uv1=ImVec2( fallPatX[1+(i&3)]-2.0, uv0.y+36.0 ); uv0.x/=1024.0; uv0.y/=512.0; uv1.x/=1024.0; uv1.y/=512.0; bool left=(i%6)>=3; double t=(introTime-2.5)*(0.77+(cos(i+7)*0.05)); double alteration=pow(t,0.4)-(0.55*t)+0.55*pow(t,6.0); drawImage(dl,GUI_IMAGE_PAT,ImVec2((left?0:1)+sin(cos(i*3.67))*0.35+((alteration+((introTime-2.3)*(0.08*(double)(1+(i&3)))))*(left?1.0:-1.0)),0.5+sin(i*6.74)*0.3-pow(CLAMP(introTime-3.0,0.0,1.0),4.0)*1.5),ImVec2(1.5,1.5),0.0f,uv0,uv1,ImVec4(1.0,1.0,1.0,1.0)); } } // transition float transitionPos=CLAMP(introTime*4.0-8,-1.5,3.5); dl->AddQuadFilled( ImVec2( top.x+(transitionPos-1.5)*(bottom.x-top.x), top.y ), ImVec2( top.x+(transitionPos)*(bottom.x-top.x), top.y ), ImVec2( top.x+(transitionPos-0.2)*(bottom.x-top.x), bottom.y ), ImVec2( top.x+(transitionPos-1.7)*(bottom.x-top.x), bottom.y ), ImGui::GetColorU32(ImVec4(0.35,0.4,0.5,1.0)) ); // part 3 - falling chips if (introTime>3.0 && introTime<6.0) { for (int i=0; i<40; i++) { float blah=(introTime-4.25)*1.3; ImVec2 chipPos=ImVec2( 0.5+sin(i)*0.4, 0.1-(1.1*pow(blah,2.0)-1.3*pow(blah,2.0)+pow(blah,5.0))+i*0.02+((introTime-3.75)*1.3*(fabs(sin(i*1.3))*0.28)) ); drawImage(dl,GUI_IMAGE_TACHIP,chipPos,ImVec2(0.33,0.33),0.5*M_PI,ImVec2(0.0,0.0),ImVec2(1.0,0.5),ImVec4(1.0,1.0,1.0,1.0)); } } // part 4 - logo end if (introTime>5.0) { drawImage( dl, GUI_IMAGE_WORDMARK, ImVec2(0.36+0.3*(1.0-pow(1.0-CLAMP(introTime-6.0,0.0,1.0),6.0)),0.5+pow(1.0-CLAMP(introTime-5.0,0.0,1.0),4.0)), ImVec2(1.0,1.0), 0.0f, ImVec2(pow(1.0-CLAMP(introTime-6.0,0.0,1.0),8.0),0.0), ImVec2(1.0,1.0), ImVec4(1.0,1.0,1.0,bgAlpha) ); drawImage(dl,GUI_IMAGE_LOGO,ImVec2(0.5-0.25*(1.0-pow(1.0-CLAMP(introTime-6.0,0.0,1.0),6.0)),0.5+pow(1.0-CLAMP(introTime-5.0,0.0,1.0),4.0)),ImVec2(0.67,0.67),0.0f,ImVec2(0.0,0.0),ImVec2(1.0,1.0),ImVec4(1.0,1.0,1.0,bgAlpha)); } } // intro skip fade if (!monitor) { if (introSkipDo) { introSkip+=ImGui::GetIO().DeltaTime; if (introSkip>=0.5) { if (!shortIntro) endIntroTune(); introPos=0.1; if (introSkip>=0.75) introPos=12.0; } } else { introSkip-=ImGui::GetIO().DeltaTime*4.0f; if (introSkip<0.0) introSkip=0.0; } dl->AddRectFilled(top,bottom,ImGui::GetColorU32(ImVec4(0.0,0.0,0.0,CLAMP(introSkip*2.0,0.0,1.0)-CLAMP((introSkip-0.5)*4,0.0,1.0)))); if (introSkip<0.5) dl->AddText(ImVec2(8.0*dpiScale,8.0*dpiScale),ImGui::GetColorU32(ImVec4(1.0,1.0,1.0,CLAMP(introSkip*8.0,0.0,1.0))),"hold to skip"); } } if (monitor) dl->PopClipRect(); // workaround to texture issue dl->AddText(ImVec2(bottom.x-1,bottom.y-1),ImGui::ColorConvertFloat4ToU32(ImVec4(0.0,0.0,0.1,0.01)),"A"); } ImGui::End(); if (mustClear<=0 && !monitor) { if (!shortIntro && introPos<=0.0) { e->setOrder(0); e->setRepeatPattern(false); play(); } if (introPos>=10.0 && !shortIntro) endIntroTune(); introPos+=ImGui::GetIO().DeltaTime; if (introPos>=(shortIntro?1.0:11.0)) { introPos=12.0; tutorial.introPlayed=true; commitTutorial(); } } } else if (!shortIntro) { endIntroTune(); } }